glsl "varying" bug

I've run into a bug where increasing the size of an array of "varying"
variables causes the shader to switch from hardware rendering to
software rendering on my Macbook Pro (Nvidia 8600M GT) I'm not using
that many varying variables so it can't be a hardware limit, it must
be a bug in the GLSL compiler/driver. (runs fine on my linux box with
a worse gfx card)

Can someone shed some light on this problem? should I file a bug on
apples developer site?

Here are the two shaders, stick them into shader designer and they
will run fine, but change the g_num_simplelights define from 2 to 3
and it will switch to software rendering (dont' worry about the shader
not doing anything useful, it only works with a proper environment,
not shader designer)

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